#include "StateNone.h"
#include "Message/Message.h"
#include "Message/MessagePump.h"
#include "Logic/Entity/LivingEntity.h"

StateNone::StateNone(LivingEntity* parent) :State(FSM_STATE_NONE,parent)
{

}

void StateNone::Enter()
{
	//Notify the Render module entity is stopped. to make sure render is in step with logic module.
	LogicMsg data;
	DataMessage<LogicMsg>* Msg = new DataMessage<LogicMsg>(MODULE_MSG|BROADCAST_MSG, MSGTYPE_ENTITY_STOP,data);
	Msg->m_toID = m_owner->GetID();
	s_MessagePump->SendMsg(Msg);
}